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F1GP/WC Driving Guide

1 post by 1 person · 13 Mar 1995 (approx.) - 13 Mar 1995 (approx.)

Dave Gym 13 Mar 1995 (approx.)#300357
F1GP can prove tricky until a few simple techniques are mastered. This document lists some of the most useful pieces of advice for learning how to drive quickly enough. Please remember that these tips come from various people on the net, and that everyone develops their own style. DG: I've made a few personal observations about driving style, based partly on people's descriptions of how they drive, and partly on their setups. It seems that the fastest qualifiers tend to be in the Mansell mould; very exciting to watch, right on the limit of essentially unstable setups; Ivanhoe Vasiljevich and the Smit brothers, Ren=82 and Robin, certainly seem to fit this description. Those who consistently do well in races are in the Prost mould; calm, calculating, pragmatic, pushing safe, stable setups hard enough to get the job done without risking an incident which could wipe out their chances; that's the approach I try to take. Knowing which approach to use when is half the trick; being able to use either as necessary is the other half... 1. Learn the course This is probably the hardest, but most effective method for speeding up. With a good knowledge of the track you can pick up 2-3 seconds a lap. There is no easy way to learn the tracks except to drive round them a lot! Look out for landmarks, such as the dome at Mexico, the bridges at Silverstone and the buildings at Monaco. Once you know what corners are coming up you can anticipate the way that the opposition are going to move and which side of the course to position yourself on. Of course with the Ideal Line on it becomes a lot easier to tell, but on the higher levels you lose this option. DG: Hint: the ideal line isn't always the ideal line. 2. Braking OK, so you know where the corners are, now how about slowing for them. The Auto-Braking feature is very poor, and you can usually travel another 100 yards before you have to apply the brakes, this is the main way for passing the other cars and making up a lot of time. The computer controlled cars always brake very early so it is east to shoot past them, there is no excuse for not passing 3 or 4 cars at every 1st or 2nd gear corner. By late-breaking into all corners whilst on a clear lap you can easily smash the lap record, the only problem with this technique is that your tyres get worn quickly and you may find yourself having to make an extra pit-stop. [DG: Actually, I think tyre wear is based on distance only.] 3. Starting A good start can gain you plenty of places, or keep you out of the usual pile up at the first corner. If you have too many revs as the lights go green you will sit stationary whilst the wheels spin, and if you have too few revs the car will move away too slowly. There is quite a large rev-band in the middle where you can make a very good start. GB: My personnel technique is to hold the car at full revs in first until the first lights come on, and then let go of the clutch (Gear change button), by the time the light go green the revs will have fallen enough for you to make a pretty good start. Note, this does not apply in the wet, when two many revs causes massive amounts of wheel spin. See the "In the wet" section for more information. DG: My technique is similar, but I let the revs start dropping after counting to 5 (about 7 to 8 seconds). This is slightly before the red lights come on, about 1-2 seconds. That way, the revs are a little lower when the lights go to green, you get less wheelspin, and a quicker start. If you aren't on pole, you should be aware that when the wheels stop spinning and bite properly, you'll get a sudden burst of acceleration which can easily put you into the back of anyone in front. 4. Accidents Invariably there will be an accident during a race, there are three types, ones that are half a lap away, ones that are a car length away, and an accident involving your car. Obviously the first sort is the easiest to cope with, and you will only usually find out about by the message "Kip Kipper is out the race". When this appears press pause and then insert to see what happened. This is done for two reasons, firstly to watch any cool pile-ups and secondly to see if it effects your lap at all. In most cases there will be no problems and you can continue as normal, however you should always check for cars parked half on the track that the computer isn't removing, and any damaged cars. If any stopped cars are still on the track then remember where they are so you don't overtake into the side of them! Normally the marshalls will push stalled cars away pretty quickly, but there are a few places where they may leave part of the car on the track. Damaged cars only pose a threat if you catch up with them near the pit-lane since they will suddenly cut across your path and can cause further accidents. (This is most noticeable at Mexico where cars going into the pits slow down on the racing line. Several other tracks also suffer from similar problems, especially Montreal, where they slow to 40 mph where you need to be going 170 mph!) If there is an accident directly in front of you then there is usually not too much you can do except take avoiding action; always watch the road ahead for funny shaped blotches that could be spinning cars and take care near some of the 'blackspots'. If there is a crash and you can't avoid it then all you can do is slow down and pray that you are going slow enough to cause no damage. Remember that you could get stuck behind another damaged car and the same problems as above apply. Finally, what do you do if you are in an accident? The first thing to do is not panic or get angry, if you go off course then there is nothing much you can do except wait for a gap in the traffic to pull back on. If you pull back on without waiting then chances are you will be hit by another car and taken out. Your car can be damaged at the front, the rear, or both combined. Front damage makes it very difficult to turn corners, rear damage means wheel spin and a sharp turn will spin the car, and both damaged will make the car very difficult to control. Once your car is damaged, all you can do is limp round to the pits, taking the straights quickly and the corners slowly and carefully. Once in the pit it is usually a 25 second stop before you are released. It helps to practice a bit on the grass. The cars will behave strangely on grass (and most especially when one side of the car is on grass and the other on asphalt) and you need to practice getting back on the course quickly, and without hitting the walls or other cars. Sometimes no matter how hard you try, other cars will ram straight into you. That, as Damon Hill would say, is racing. 5. The pits The pits are where all repairs are conducted on your car, in an ideal race you will only see them once or twice for pit stops. During a pit stop bring your car in smoothly, and consider doing another lap if a car in front is also going to pull in as they will slow you down. When in the pits watch very carefully for other cars pulling out or racing down the pit lane as they will hit you mercilessly. A tyre stop is quick with the get-away being the only problem you have to worry about. GB: I follow a similar procedure to starting the race, but instead of waiting for the first lights I wait for the car to begin to be dropped. When the car is damaged there is little change in the procedure except that the stop will take longer and there is more danger of you overshooting the pit. 6. The opposition There are 26 cars in a race and if the level is set to 1991 level then they all have a set performance. In this case it helps to know what the other team colors are so you know who you are trying to pass. Mono VGA owners [GB: like me] will just have to learn the general patterns of the faster cars. By knowing who you are up against you can judge how fast they are going to be traveling and how likely they are to make a pass on another car. The Artificial Intelligence of the computer cars is very poor and they will all follow the same line, and brake at the same points so it pays to learn these patterns. The main problems occur when overtaking two cars that are battling each other, at some circuits (notably Hockenheim) sometimes the second car will put out to overtake the first car as you pull alongside, thus pushing you off. There is no way around this and you will just have to wait for a corner or pull right over to the side of the track. 7. The right line The right line is crucial for going quickly, however, the game provides a lot of help when it comes to picking out the correct route. This is done in two way, firstly through the use of the Ideal Line Indicator which puts the dotted line on the track, and the Steering Help which tends to pull you over to the correct side of the course. Although both of these options can be turned off, by the time you reach the levels where the former is not allowed you should know the courses quite well. At some corners it helps to come up with your own line, but this will tend to happen naturally depending on your style. 8. Cornering Grand Prix cars have a different cornering characteristics depending on their set up, and learning these is just a matter of trial and experiment. With a lot of downforce at the back, the car will be unresponsive in corners but it will tend to drift out of corners nicely, the main thing to remember is not to accelerate mid corner as the car will understeer off the course. If the cars has more front downforce then it will turn in well and be better at taking sharp corners, the problem with this set up is that if you accelerate to early the car will spin or turn too quickly, it takes time to learn the correct acceleration point, but this just takes practice. Sometimes the rear wheels will skid as you come round a long corner (Peralta at Mexico), occasionally it pays off to accelerate when this happens, and hope the tyres bite the road. This technique takes a lot of practice and good luck, but once you learn it, the cars become far more controllable than before. DG: Read the manual carefully. It does explain how the setup will affect the car's handling, and what oversteer and understeer are, but not very clearly. Practice and experiment a lot until you can identify how a setup change will affect handling and performance. And the manual has some good advice: only change one thing at once. 9. Overtaking Apart from the methods described in 'Braking' and 'The Opposition' there is Slipstreaming, where you move up close behind the car in front and pick up a tow (This is a "hole" in the air behind a car in front, by moving into it you lose downforce and so move faster). As your car picks up speed pull out quickly and use the extra 10mph to overtake. This is fairly easy to do, the only problem happening if you have a low downforce car and you turn out to sharply and lose control. There isn't too much you can do about this except to turn out more gently or be ready to catch the skid. 10. In the wet GB: I am rubbish at this! Any tips appreciated for both me and the FAQ. DG: Err, yeah, me too! 11. Set up hints Take a look at the Halls Of Fame for some good setups. -- Dave "Gizmo" Gymer Telephone +44 (0)1268 534228 -- General DataComm Advanced Research Centre Ltd, Basildon, UK -- [email hidden] (preferred) or [email hidden]

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